/****************************************************************************
 Copyright (c) 2013-2014 Chukong Technologies Inc.

 http://www.cocos2d-x.org

 Permission is hereby granted, free of charge, to any person obtaining a copy
 of this software and associated documentation files (the "Software"), to deal
 in the Software without restriction, including without limitation the rights
 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 copies of the Software, and to permit persons to whom the Software is
 furnished to do so, subject to the following conditions:

 The above copyright notice and this permission notice shall be included in
 all copies or substantial portions of the Software.

 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 THE SOFTWARE.
 ****************************************************************************/

var macro = cc.macro;
var ccgl = cc.gl;

//Sprite's WebGL render command
_ccsg.Sprite.WebGLRenderCmd = function (renderable) {
    _ccsg.Node.WebGLRenderCmd.call(this, renderable);
    this._needDraw = true;

    this._quad = new cc.V3F_C4B_T2F_Quad();
    this._quadWebBuffer = cc._renderContext.createBuffer();
    this._quadDirty = true;
    this._dirty = false;
    this._recursiveDirty = false;
};

var proto = _ccsg.Sprite.WebGLRenderCmd.prototype = Object.create(_ccsg.Node.WebGLRenderCmd.prototype);
proto.constructor = _ccsg.Sprite.WebGLRenderCmd;

proto.updateBlendFunc = function (blendFunc) {};

proto.setDirtyFlag = function(dirtyFlag){
    _ccsg.Node.WebGLRenderCmd.prototype.setDirtyFlag.call(this, dirtyFlag);
    this._dirty = true;
};

proto.setDirtyRecursively = function (value) {
    this._recursiveDirty = value;
    this._dirty = value;
    // recursively set dirty
    var locChildren = this._node._children, child, l = locChildren ? locChildren.length : 0;
    for (var i = 0; i < l; i++) {
        child = locChildren[i];
        (child instanceof _ccsg.Sprite) && child._renderCmd.setDirtyRecursively(value);
    }
};

proto._setBatchNodeForAddChild = function (child) {
    var node = this._node;
    if (node._batchNode) {
        if (!(child instanceof _ccsg.Sprite)) {
            cc.log(cc._LogInfos.Sprite.addChild);
            return false;
        }
        if (child.texture._webTextureObj !== node.textureAtlas.texture._webTextureObj)
            cc.log(cc._LogInfos.Sprite_addChild_2);

        //put it in descendants array of batch node
        node._batchNode.appendChild(child);
        if (!node._reorderChildDirty)
            node._setReorderChildDirtyRecursively();
    }
    return true;
};

proto._handleTextureForRotatedTexture = function (texture) {
    return texture;
};

proto.isFrameDisplayed = function (frame) {
    var node = this._node;
    return (cc.rectEqualToRect(frame.getRect(), node._rect) && frame.getTexture().getName() === node._texture.getName()
        && cc.pointEqualToPoint(frame.getOffset(), node._unflippedOffsetPositionFromCenter));
};

proto._init = function () {
    var tempColor = {r: 255, g: 255, b: 255, a: 255}, quad = this._quad;
    quad.bl.colors = tempColor;
    quad.br.colors = tempColor;
    quad.tl.colors = tempColor;
    quad.tr.colors = tempColor;
    this._quadDirty = true;
};

proto._resetForBatchNode = function () {
    var node = this._node;
    var x1 = node._offsetPosition.x;
    var y1 = node._offsetPosition.y;
    var x2 = x1 + node._rect.width;
    var y2 = y1 + node._rect.height;
    var locQuad = this._quad;
    locQuad.bl.vertices = {x: x1, y: y1, z: 0};
    locQuad.br.vertices = {x: x2, y: y1, z: 0};
    locQuad.tl.vertices = {x: x1, y: y2, z: 0};
    locQuad.tr.vertices = {x: x2, y: y2, z: 0};
    this._quadDirty = true;
};

proto.getQuad = function () {
    return this._quad;
};

proto._updateForSetSpriteFrame = function () {};

proto._spriteFrameLoadedCallback = function (event) {
    var spriteFrame = event.currentTarget;
    this._node.setTextureRect(spriteFrame.getRect(), spriteFrame.isRotated(), spriteFrame.getOriginalSize());
    this._node.emit("load");
};

proto._textureLoadedCallback = function (event) {
    var node = this._node, sender = event.currentTarget;
    if (node._textureLoaded)
        return;

    node._textureLoaded = true;
    var locRect = node._rect;
    if (!locRect) {
        locRect = cc.rect(0, 0, sender.width, sender.height);
    } else if (cc._rectEqualToZero(locRect)) {
        locRect.width = sender.width;
        locRect.height = sender.height;
    }

    node.texture = sender;
    node.setTextureRect(locRect, node._rectRotated);

    // by default use "Self Render".
    // if the sprite is added to a batchnode, then it will automatically switch to "batchnode Render"
    node.setBatchNode(node._batchNode);
    this._quadDirty = true;
    node.emit("load");
};

proto._setTextureCoords = function (rect) {
    var node = this._node;

    var tex = node._batchNode ? node.textureAtlas.texture : node._texture;
    if (!tex)
        return;

    var atlasWidth = tex.pixelWidth;
    var atlasHeight = tex.pixelHeight;

    var left, right, top, bottom, tempSwap, locQuad = this._quad;
    if (node._rectRotated) {
        if (macro.FIX_ARTIFACTS_BY_STRECHING_TEXEL) {
            left = (2 * rect.x + 1) / (2 * atlasWidth);
            right = left + (rect.height * 2 - 2) / (2 * atlasWidth);
            top = (2 * rect.y + 1) / (2 * atlasHeight);
            bottom = top + (rect.width * 2 - 2) / (2 * atlasHeight);
        } else {
            left = rect.x / atlasWidth;
            right = (rect.x + rect.height) / atlasWidth;
            top = rect.y / atlasHeight;
            bottom = (rect.y + rect.width) / atlasHeight;
        }

        if (node._flippedX) {
            tempSwap = top;
            top = bottom;
            bottom = tempSwap;
        }

        if (node._flippedY) {
            tempSwap = left;
            left = right;
            right = tempSwap;
        }

        locQuad.bl.texCoords.u = left;
        locQuad.bl.texCoords.v = top;
        locQuad.br.texCoords.u = left;
        locQuad.br.texCoords.v = bottom;
        locQuad.tl.texCoords.u = right;
        locQuad.tl.texCoords.v = top;
        locQuad.tr.texCoords.u = right;
        locQuad.tr.texCoords.v = bottom;
    } else {
        if (macro.FIX_ARTIFACTS_BY_STRECHING_TEXEL) {
            left = (2 * rect.x + 1) / (2 * atlasWidth);
            right = left + (rect.width * 2 - 2) / (2 * atlasWidth);
            top = (2 * rect.y + 1) / (2 * atlasHeight);
            bottom = top + (rect.height * 2 - 2) / (2 * atlasHeight);
        } else {
            left = rect.x / atlasWidth;
            right = (rect.x + rect.width) / atlasWidth;
            top = rect.y / atlasHeight;
            bottom = (rect.y + rect.height) / atlasHeight;
        }

        if (node._flippedX) {
            tempSwap = left;
            left = right;
            right = tempSwap;
        }

        if (node._flippedY) {
            tempSwap = top;
            top = bottom;
            bottom = tempSwap;
        }

        locQuad.bl.texCoords.u = left;
        locQuad.bl.texCoords.v = bottom;
        locQuad.br.texCoords.u = right;
        locQuad.br.texCoords.v = bottom;
        locQuad.tl.texCoords.u = left;
        locQuad.tl.texCoords.v = top;
        locQuad.tr.texCoords.u = right;
        locQuad.tr.texCoords.v = top;
    }
    this._quadDirty = true;
};

proto.transform = function(parentCmd, recursive){
    _ccsg.Node.WebGLRenderCmd.prototype.transform.call(this, parentCmd, recursive);
    this._dirty = true;     //use for batching
};

proto._setColorDirty = function () {};

proto._updateColor = function () {
    var node = this._node,
        locDisplayedColor = this._displayedColor, 
        r = locDisplayedColor.r,
        g = locDisplayedColor.g,
        b = locDisplayedColor.b,
        a = locDisplayedColor.a = this._displayedOpacity;
    // special opacity for premultiplied textures
    if (node._opacityModifyRGB) {
        locDisplayedColor.r *= a / 255.0;
        locDisplayedColor.g *= a / 255.0;
        locDisplayedColor.b *= a / 255.0;
    }
    var locQuad = this._quad;
    locQuad.bl.colors = locDisplayedColor;
    locQuad.br.colors = locDisplayedColor;
    locQuad.tl.colors = locDisplayedColor;
    locQuad.tr.colors = locDisplayedColor;

    // Roll back color
    locDisplayedColor.r = r;
    locDisplayedColor.g = g;
    locDisplayedColor.b = b;

    // renders using Sprite Manager
    if (node._batchNode) {
        if (node.atlasIndex !== _ccsg.Sprite.INDEX_NOT_INITIALIZED) {
            node.textureAtlas.updateQuad(locQuad, node.atlasIndex)
        } else {
            // no need to set it recursively
            // update dirty_, don't update recursiveDirty_
            this._dirty = true;
        }
    }
    // self render
    // do nothing
    this._quadDirty = true;
};

proto._updateBlendFunc = function () {
    if (this._batchNode) {
        cc.log(cc._LogInfos.Sprite__updateBlendFunc);
        return;
    }

    // it's possible to have an untextured sprite
    var node = this._node;
    if (!node._texture || !node._texture.hasPremultipliedAlpha()) {
        node._blendFunc.src = macro.SRC_ALPHA;
        node._blendFunc.dst = macro.ONE_MINUS_SRC_ALPHA;
        node.opacityModifyRGB = false;
    } else {
        node._blendFunc.src = macro.BLEND_SRC;
        node._blendFunc.dst = macro.BLEND_DST;
        node.opacityModifyRGB = true;
    }
};

proto._setTexture = function (texture) {
    var node = this._node;
    // If batchnode, then texture id should be the same
    if (node._batchNode) {
        if(node._batchNode.texture !== texture){
            cc.log(cc._LogInfos.Sprite_setTexture);
            return;
        }
    }else{
        if(node._texture !== texture){
            node._textureLoaded = texture ? texture._textureLoaded : false;
            node._texture = texture;
            this._updateBlendFunc();
        }
    }

    if (texture)
        this._shaderProgram = cc.shaderCache.programForKey(macro.SHADER_POSITION_TEXTURECOLOR);
    else
        this._shaderProgram = cc.shaderCache.programForKey(macro.SHADER_POSITION_COLOR);

};

proto.updateTransform = function () {                                    //called only at batching.
    var _t = this, node = this._node;

    // recalculate matrix only if it is dirty
    if (this._dirty) {
        var locQuad = _t._quad, locParent = node._parent;
        // If it is not visible, or one of its ancestors is not visible, then do nothing:
        if (!node._visible || ( locParent && locParent !== node._batchNode && locParent._shouldBeHidden)) {
            locQuad.br.vertices = locQuad.tl.vertices = locQuad.tr.vertices = locQuad.bl.vertices = {x: 0, y: 0, z: 0};
            node._shouldBeHidden = true;
        } else {
            node._shouldBeHidden = false;
            if(this._dirtyFlag !== 0){    //because changing color and opacity uses dirty flag at visit, but visit doesn't call at batching.
                this.updateStatus();
                this._dirtyFlag = 0;
            }

            if (!locParent || locParent === node._batchNode) {
                node._transformToBatch = _t.getNodeToParentTransform();
            } else {
                node._transformToBatch = cc.affineTransformConcat(_t.getNodeToParentTransform(), locParent._transformToBatch);
            }

            //
            // calculate the Quad based on the Affine Matrix
            //
            var locTransformToBatch = node._transformToBatch;
            var rect = node._rect;
            var x1 = node._offsetPosition.x;
            var y1 = node._offsetPosition.y;

            var x2 = x1 + rect.width;
            var y2 = y1 + rect.height;
            var x = locTransformToBatch.tx;
            var y = locTransformToBatch.ty;

            var cr = locTransformToBatch.a;
            var sr = locTransformToBatch.b;
            var cr2 = locTransformToBatch.d;
            var sr2 = -locTransformToBatch.c;
            var ax = x1 * cr - y1 * sr2 + x;
            var ay = x1 * sr + y1 * cr2 + y;

            var bx = x2 * cr - y1 * sr2 + x;
            var by = x2 * sr + y1 * cr2 + y;

            var cx = x2 * cr - y2 * sr2 + x;
            var cy = x2 * sr + y2 * cr2 + y;

            var dx = x1 * cr - y2 * sr2 + x;
            var dy = x1 * sr + y2 * cr2 + y;

            var locVertexZ = node._vertexZ;
            if (!macro.SPRITEBATCHNODE_RENDER_SUBPIXEL) {
                ax = 0 | ax;
                ay = 0 | ay;
                bx = 0 | bx;
                by = 0 | by;
                cx = 0 | cx;
                cy = 0 | cy;
                dx = 0 | dx;
                dy = 0 | dy;
            }
            locQuad.bl.vertices = {x: ax, y: ay, z: locVertexZ};
            locQuad.br.vertices = {x: bx, y: by, z: locVertexZ};
            locQuad.tl.vertices = {x: dx, y: dy, z: locVertexZ};
            locQuad.tr.vertices = {x: cx, y: cy, z: locVertexZ};
        }
        node.textureAtlas.updateQuad(locQuad, node.atlasIndex);
        node._recursiveDirty = false;
        this._dirty = false;
    }

    // recursively iterate over children
    if (node._hasChildren)
        node._arrayMakeObjectsPerformSelector(node._children, _ccsg.Node._stateCallbackType.updateTransform);

    /*if (macro.SPRITE_DEBUG_DRAW) {               //TODO
        // draw bounding box
        var vertices = [
            cc.p(_t._quad.bl.vertices.x, _t._quad.bl.vertices.y),
            cc.p(_t._quad.br.vertices.x, _t._quad.br.vertices.y),
            cc.p(_t._quad.tr.vertices.x, _t._quad.tr.vertices.y),
            cc.p(_t._quad.tl.vertices.x, _t._quad.tl.vertices.y)
        ];
        cc._drawingUtil.drawPoly(vertices, 4, true);
    }*/
};

proto._checkTextureBoundary = function (texture, rect, rotated) {
    if (texture && texture.url) {
        var _x, _y;
        if (rotated) {
            _x = rect.x + rect.height;
            _y = rect.y + rect.width;
        } else {
            _x = rect.x + rect.width;
            _y = rect.y + rect.height;
        }
        if (_x > texture.width) {
            cc.error(cc._LogInfos.RectWidth, texture.url);
        }
        if (_y > texture.height) {
            cc.error(cc._LogInfos.RectHeight, texture.url);
        }
    }
};

proto.rendering = function (ctx) {
    var node = this._node, locTexture = node._texture;
    if ((locTexture &&!locTexture._textureLoaded) || this._displayedOpacity === 0)
        return;

    var gl = ctx || cc._renderContext;
    //cc.assert(!_t._batchNode, "If _ccsg.Sprite is being rendered by cc.SpriteBatchNode, _ccsg.Sprite#draw SHOULD NOT be called");

    if (locTexture) {
        if (locTexture._textureLoaded) {
            this._shaderProgram.use();
            this._shaderProgram._setUniformForMVPMatrixWithMat4(this._stackMatrix);

            ccgl.blendFunc(node._blendFunc.src, node._blendFunc.dst);
            //optimize performance for javascript
            ccgl.bindTexture2DN(0, locTexture);                   // = cc.gl.bindTexture2D(locTexture);
            ccgl.enableVertexAttribs(macro.VERTEX_ATTRIB_FLAG_POS_COLOR_TEX);

            gl.bindBuffer(gl.ARRAY_BUFFER, this._quadWebBuffer);
            if (this._quadDirty) {
                gl.bufferData(gl.ARRAY_BUFFER, this._quad.arrayBuffer, gl.DYNAMIC_DRAW);
                this._quadDirty = false;
            }
            gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 24, 0);                   //macro.VERTEX_ATTRIB_POSITION
            gl.vertexAttribPointer(1, 4, gl.UNSIGNED_BYTE, true, 24, 12);           //macro.VERTEX_ATTRIB_COLOR
            gl.vertexAttribPointer(2, 2, gl.FLOAT, false, 24, 16);                  //macro.VERTEX_ATTRIB_TEX_COORDS
            gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
        }
    } else {
        this._shaderProgram.use();
        this._shaderProgram._setUniformForMVPMatrixWithMat4(this._stackMatrix);

        ccgl.blendFunc(node._blendFunc.src, node._blendFunc.dst);
        ccgl.bindTexture2D(null);

        ccgl.enableVertexAttribs(macro.VERTEX_ATTRIB_FLAG_POSITION | macro.VERTEX_ATTRIB_FLAG_COLOR);

        gl.bindBuffer(gl.ARRAY_BUFFER, this._quadWebBuffer);
        if (this._quadDirty) {
            gl.bufferData(gl.ARRAY_BUFFER, this._quad.arrayBuffer, gl.STATIC_DRAW);
            this._quadDirty = false;
        }
        gl.vertexAttribPointer(macro.VERTEX_ATTRIB_POSITION, 3, gl.FLOAT, false, 24, 0);
        gl.vertexAttribPointer(macro.VERTEX_ATTRIB_COLOR, 4, gl.UNSIGNED_BYTE, true, 24, 12);
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
    }
    cc.g_NumberOfDraws++;

    if (macro.SPRITE_DEBUG_DRAW === 0 && !node._showNode)
        return;

    cc.math.glMatrixMode(cc.math.KM_GL_MODELVIEW);
    //cc.math.glPushMatrixWitMat4(node._stackMatrix);
    cc.current_stack.stack.push(cc.current_stack.top);
    cc.current_stack.top = this._stackMatrix;

    if (macro.SPRITE_DEBUG_DRAW === 1 || node._showNode) {
        // draw bounding box
        var locQuad = this._quad;
        var verticesG1 = [
            cc.p(locQuad.tl.vertices.x, locQuad.tl.vertices.y),
            cc.p(locQuad.bl.vertices.x, locQuad.bl.vertices.y),
            cc.p(locQuad.br.vertices.x, locQuad.br.vertices.y),
            cc.p(locQuad.tr.vertices.x, locQuad.tr.vertices.y)
        ];
        cc._drawingUtil.drawPoly(verticesG1, 4, true);
    } else if (macro.SPRITE_DEBUG_DRAW === 2) {
        // draw texture box
        var drawRectG2 = node.getTextureRect();
        var offsetPixG2 = node.getOffsetPosition();
        var verticesG2 = [cc.p(offsetPixG2.x, offsetPixG2.y), cc.p(offsetPixG2.x + drawRectG2.width, offsetPixG2.y),
            cc.p(offsetPixG2.x + drawRectG2.width, offsetPixG2.y + drawRectG2.height), cc.p(offsetPixG2.x, offsetPixG2.y + drawRectG2.height)];
        cc._drawingUtil.drawPoly(verticesG2, 4, true);
    } // CC_SPRITE_DEBUG_DRAW
    cc.current_stack.top = cc.current_stack.stack.pop();
};